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Secrets of the Game Business (Game Development Series)
Secrets of the Game Business (Game Development Series)
ISBN: 1584502827
EAN: 2147483647
Year: 2005
Pages: 275
Authors:
Francois Dominic Laramee
BUY ON AMAZON
Table of Contents
BackCover
Secrets of the Game Business
Preface
Players and Developers Around the World
The Major Issues Facing the Industry
Conclusion
References
Section 1: Publishers and Developers
Chapter 1.0: Introduction
Chapter 1.1: The Top Ten Misconceptions New Game Developers Have About Publishers
1: You Can Get a Publishing Deal on a Design Doc Alone
2: Publishers Are Your Biggest Fans
3: The Game Stands On Its Own
4: Any Deal Is a Good Deal
5: Publishers Negotiate through E-Mail
6: Your Publisher Will Create a Schedule for Your Game
7: Make a Good Pitch to the Right Person and You re Good to Go
8: All Publishers Are the Same
9: Platform Doesn t Matter
10: Publishers Are the Enemy
Conclusion
References
Chapter 1.2: The Role of Each Entity in Game Publishing
Game Developers
Publishers
Platform Holders
Retail
Conclusion
Chapter 1.3: How Developers Get Paid: The Retail Market for Games
Monetary Aspects of Development Contracts
Retail Statistics
Selling to Retailers
On the Shelves
When Do Royalty Checks Arrive?
Conclusion
References
Chapter 1.4: A Publishing Project: From Concept to Launch and Beyond
Selecting a Project
Guiding Development
Preparing for Launch
Beyond the Launch Campaign
Conclusion
References
Chapter 1.5: The Producer, Friend or Foe?
Step 1: Establish a Relationship with Your Producer
Step 2: Plan for Checks and Balances
Step 3: Know Your Producer
The Production Hierarchy
The Five Types of Producers
Case Studies
A Producer s Day
Conclusion
Chapter 1.6: The European Challenge in Videogame Software: The French Touch and the Britsoft Paradox
The European Challenge
Leading French Companies
Leading British Companies
The French Touch?
The Britsoft Paradox?
The Role of National Stock Markets
Conclusion
References
Section 2: Game Development Startups
Chapter 2.0: Introduction
Chapter 2.1: Development Misery and How to Avoid It
Doing It Yourself
Knowledge Is Power
The Golden Rule of Management
Interfaces
Reputations: Part 1
Reputations: Part 2
Covering Your Assets
Top Three Ways to Get It Wrong
Conclusion
Chapter 2.2: Writing a Business Plan for a Game Development Startup
The Many Purposes of the Business Plan
The Business Plan s Contents
The Market, and How You Fit into It
Your Company
Development Plan
Financial Planning
Supporting Documents
Conclusion
References
Chapter 2.3: Strategies for Staffing a Startup
Creating Job Descriptions
Strategies for Finding the Candidates
Screening and Qualifying Applicants
The Telephone Screen
Verifying Candidates Skills
Interviewing
Conclusion
Chapter 2.4: Financing from the Buyer s Side: Evaluating and Acquiring a Game Company
The Target Company and You
The Emotion Factor
The Business Plan
Outlining the Plan
Financial Data
Evaluating the Company
Putting the Plan to Work
Getting the Loan
Conclusion
References
Chapter 2.5: Financing Projects and Startups
Risks versus Returns
What Matters
Publisher Funding
Going Through a Venture Capital Company
Going Private
Banks
Conclusion
References
Chapter 2.6: Wireless Business Models
Sales Models
SMS: Short Message Service
SMS Carrier Sales
Wireless Application Protocol
Java 2 Micro Edition
Conclusion
Chapter 2.7: Online Business Models: Using the Net for Profit
Bypassing the Traditional Retail Model
Online Gaming and Virtual Communities
Intermediaries and Combined Models
Conclusion
References
Chapter 2.8: Creating a Successful Freelance Game Development Business
Should You Make the Switch?
What Kind of Business Do You Want?
Setting Your Priorities
The Freelancer s Finances
Marketing Freelance Services
Managing Your Schedule
Conclusion
References
Section 3: Taking a Game to Market
Chapter 3.0: Introduction
Chapter 3.1: Public Relations: Making the Most of the Gaming Press
What Are Public Relations?
Writing an Effective Press Release
The Hook
The Style and Format
Releasing the Release
After the Release
Beyond the Press Release
Conclusion
References
Chapter 3.2: Securing a Development Contract: The Art of Pitching
What Is Pitching?
Deal and Product Types
The Fundamentals of Pitch Preparation
Researching Your Concept
Preparing Documentation
Creating a Demo
Schedule and Budget
Product Presentation
Choosing a Publisher
Making a Pitch
The Waiting Game
Conclusion
Chapter 3.3: The Whys and Wherefores of Game Agents
Is an Agent Right for You?
Contract Details
Conclusion
References
Chapter 3.4: Effective Development Contracts
How It Works
How It Starts
The Standard Sections
Effective Contracts
Conclusion
Chapter 3.5: Pros and Cons of Worldwide and Country-by-Country Deals
The Alternatives
Advantages of the Worldwide Model
Drawbacks of Worldwide Publishers
Pros and Cons of Country-by-Country Deals
Disadvantages of Country-by-Country Deals
Conclusion
Chapter 3.6: Techniques to Increase Upsell for Online Games
Present a Professional Appearance
Make It Easy to Order
Make It Worthwhile
Follow Through Quickly
Use Minimal Copy Protection
Track Where Orders Are Coming From
Keep It Fresh
Conclusion
Section 4: Managing Game Development
Chapter 4.0: Introduction
Chapter 4.1: The Stages of Game Development
Stage 1: Concept
Stage 2: Pre-Production
Stage 3: Production
Stage 4: Post-Production
Conclusion
References
Chapter 4.2: Managing the Development Process
The Secret, Part I: Plan the Unplannable
The Snowball
Pre-Production
Production Phase
The Secret, Part II: Adapt, Improvise, and Overcome
Post-Production Phase
And After Release?
Conclusion
References
Chapter 4.3: Customer Support in Massively Multiplayer Online Games
Planning to Succeed
Policies and Consistency
Choosing Customer Support Staff
Why Volunteers?
How Many Customer Support People Do I Need?
Monitoring the Progress of a Customer Support Program
Conclusion
References
Chapter 4.4: Offshore Game Development Outsourcing
Why Should You Outsource?
Additional Benefits of Offshore Outsourcing
Myths about Offshore Outsourcing
How to Outsource
Choosing the Appropriate Outsourcing Provider
Conclusion
References
Chapter 4.5: Localizations
Determining Costs to Localize
Integrating Translated Assets
Testing Localized Builds
Conclusion
References
Chapter 4.6: Leadership: The Making of Effective and Happy Teams
Why Is Team Happiness So Important?
There Once Was a Programmer from Scotland: A True Story
Warning Signs of the Unhappy Team
How to Address the Signs
How to Avoid the Problems in the Future
The Power of Veto
Corporate Culture and Quality of Life : Not Just a Slogan
It s Not about the Money
Conclusion
Chapter 4.7: Quality Assurance: Bug Tracking and Test Cases
The First Step Isn t Finding, It s Tracking
Creating a Bug Tracker
Test Case Planning: The Headhunter Method
Other Resources and Methods to Consider
Conclusion
References
Index
Index_B
Index_C
Index_D
Index_E
Index_F
Index_G
Index_H
Index_I
Index_J
Index_K
Index_L
Index_M
Index_N
Index_O
Index_P
Index_Q
Index_R
Index_S
Index_T
Index_U
Index_V
Index_W
Index_Y
Index_Z
List of Figures
List of Tables
List of Case Studies
List of Sidebars
Secrets of the Game Business (Game Development Series)
ISBN: 1584502827
EAN: 2147483647
Year: 2005
Pages: 275
Authors:
Francois Dominic Laramee
BUY ON AMAZON
Interprocess Communications in Linux: The Nooks and Crannies
System Memory
Creating a Process
Summary
Encoding and Decoding Arbitrary Data Types
Introduction
Postfix: The Definitive Guide
Unix Topics
Queue Management
LDAP
Appendix A. Configuration Parameters
Appendix B. Postfix Commands
Google Maps Hacks: Tips & Tools for Geographic Searching and Remixing
Hack 31. Navigate Public Transportation
Hack 32. Locate a Phone Number
Hack 42. Get More out of What You Read
Hack 57. Do a Local Zoom with GxMagnifier
Hack 68. Automatically Cut and Name Custom Map Tiles
Persuasive Technology: Using Computers to Change What We Think and Do (Interactive Technologies)
The Functional Triad Computers in Persuasive Roles
Computers as Persuasive Media Simulation
Computers as Persuasive Social Actors
Credibility and Computers
Increasing Persuasion through Mobility and Connectivity
Microsoft WSH and VBScript Programming for the Absolute Beginner
Getting Started with the WSH and VBScript
Conditional Logic
Processing Collections of Data
Using the Windows Registry to Configure Script Settings
Appendix C Whats on the CD-ROM?
Web Systems Design and Online Consumer Behavior
Chapter III Two Models of Online Patronage: Why Do Consumers Shop on the Internet?
Chapter IV How Consumers Think About Interactive Aspects of Web Advertising
Chapter VIII Personalization Systems and Their Deployment as Web Site Interface Design Decisions
Chapter X Converting Browsers to Buyers: Key Considerations in Designing Business-to-Consumer Web Sites
Chapter XVI Turning Web Surfers into Loyal Customers: Cognitive Lock-In Through Interface Design and Web Site Usability
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